Nationsim Workshop

An online clearinghouse for information regarding nationsims, multiplayer forum-based role playing/strategy games based on the interactions between countries.

Friday, December 01, 2006

WPV: Stats Thoughts

I wanted to offer my stats example and rules/explanations without editorial on the message board so as to let players look at the stats and draw their own conclusions without me there to "defend my baby." However, I think it may be helpful if I did make some notes somewhere to explain my reasoning and thought process behind some things. Thus, this posting.

Power Ratings - The power rating system is my way of providing an easy way to determine relative national strength. It's also a convenient way to let players know whether they can or cannot do something. Let's say an inexperienced, militant player with a small nation decides to invade his neighbor for reasons that make no sense. When I as an admin veto this action as the HoS/HoG (BOSS HoG, baby!) and have to address his complaints about it, I can say, "Well, there was a big disparity in national power, dummy."

Projects - I came up with the project system because of what I'll term "spending spam" among some nations in the game. I'll get four or five build/research/policy orders from some nations every turn. I'm not faulting the players, mind you, as they're following the rules. However, it just seems to me like it's excessive. I think the "project slot" system is a fair way to make players focus and prioritize goals.

Political - The big reason behind the political stats is to provide some hard data so that if things turn south for a player domestically, they will at least know partially it was coming and can't think the admins are just picking on them.

Military Unit Detail - I've had people say to me that my military unit design is both the greatest thing since sliced bread and that it's so complex that I'm going to lose it trying to keep the stuff together. Keep in mind this is my first time admining a game. I don't know what's too complex, too simple, or too hard to do, and when I get my hands into a project, my tendency is to be obsessive about it until it's finished to my satisfaction. So, don't be afraid to tell me something is too much.

Regarding the units themselves, early combat orders involved things to the effect of "send X planes to Y, send X men to Z" and so on. That's all well and good, except I have no idea if a nation in an alternate history 1950 could feasibly do that. So, putting numbers to each nation's military definitely appeals to me.

The force modifiers system is a way to keep track of which units can do special things without having to keep reams of data on each unit. I think it will work. :D

Research System - I'm torn about this. I think there's only two ways research can go, a category-and-rank system like I've got here or a tech tree. Research has been somewhat, well...very, sloppy to this point. And it's important we find some way to reign it in. I don't know if this is the way, but I'm open to suggestions.

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